黑色佣兵团

Thursday, December 31, 2009 at 5:20 AM
科幻奇幻小说果然还是得找sharpwind推荐。黑色佣兵团真是太赞了,太他妈赞了。
 
这是一个杂种们的故事。
他们没有正邪,他们抛弃过去,佣兵团是他们的家。
他们满嘴脏话,他们互相讥讽,他们玩牌的时候一边作弊一边大声叫骂,然而他们是最铁的兄弟。
他们被夹在阴谋的中心,他们两边都是阴险狡诈的敌人,但是他们打不垮也拖不烂。
 
碎嘴、独眼、地精、沉默、老艾、团长、渡鸦……我能在他们身上看到我自己的影子,sharpwind的影子,halo的影子,老高的影子,老日的影子。
 
他们是一帮混球,我们也是,所以我们能理解他们。

记录一下最近的mhp2g进度

at 4:58 AM
G3招待状:
200911212347_001 200911220017_001 
 
龙王的菜谱,0猫25分钟虐。天鳞真是一把一把的出啊,金月G入手。哇哈哈!
200912310543_001 200912310544_001
200912310544_002 200912300553_001 
 
最后再show一下村通关的动画吧。
200912120230_001 
200912120232_001 200912120232_002
200912120237_001 200912120237_002

圣胡安

at 4:10 AM
今天老高来访。。
fk,什么狗屁来访,丫逼就是来找我打牌的。
还拎了个全家桶装装样子,嘁。
 
不过丫逼今天很萎靡,连战连败,果然没有女人在场丫逼就是一副狗屎样。
丫逼连输若干把之后果然挺不住了(其实我也挺不住了,揉这么个烂人有什么意思),提出要换个游戏玩玩。于是我从房间里搬出了圣胡安。
 
话说圣胡安这个游戏应该是波多黎各的简化版。介个波多黎各呢…………实在是太复杂了,我研究了一天一夜也没弄明白规则。圣胡安倒是爽快,把很多东西都大大简化了:生产建筑和特殊建筑合并了,没有该死的走私船了,钱也用手牌来代替。早就该这样嘛!这才是给人玩的游戏。
 
要和别的游戏相比,圣胡安应该最像Race for the Galaxy,每个回合每人选择一个角色(相当于RFTG中的选择action阶段),玩家轮流执行这个角色对应的行动。任务呢,就是建设好自己的农场,尽可能多的生产……赚钱……造建筑。玩家的竞争就体现在每回合的选角色上啦,还颇有些意思。
 
当然我和老高两个不看攻略的菜逼今天基本上还处在摸索阶段。很明显生产流横行,核心建筑是输水渠(生产行动多生产一个)、交易所(交易行动多交易一个)和工会(一个生产建筑算2胜利点!)。此外还有imba的图书馆(角色特殊能力*2)。
 
最后的结果老高还是维持了丫逼一贯的女人不在场就萎靡到底的本色,1:3被我技术性击倒,oh yeah!

贴几张最近旅游拍的照片

at 3:44 AM
1. 老地方见!
DSC00097 
 
2. 棋魂。。
DSC00102 
 
3. 胡逼人家。。这家人真是惨。
DSC00107

小白世纪

Friday, December 25, 2009 at 5:59 AM
至于另外玩的一个新桌游呢,就是小白世纪。这是一个从跑团发展出来的游戏,玩家通过卡片来获得装备/打怪/升级,等等等等等等。当某个玩家升到10级就算赢了。
 
变态的地方在于(啊哟,我最近怎么老是能发现特别变态的事情),游戏里面从1级升到9级都很容易,你可以请别人帮你打怪升级,可以通过卖装备升级,可以通过升级卡升级;但是,但是,9级升到10级简直就是噩梦!9级到10级只能通过杀怪或者牧师的一个特殊技能升级。
 
那9级玩家去杀个弱逼怪升级不就行了么?呵呵呵,哪有那么容易的事情,就算你遇到一个弱逼怪,首先没有人会帮你;其次你会发现别的玩家纷纷把飞弹汽油弹往你脑门上砸,还会给怪物加智慧加狂暴来帮助它;最恐怖的一种道具叫做游荡怪物,可以再在战斗中加入一个额外的怪物——一般都是个强力打手型怪物,而且把你弄死以后的恶果超级恐怖哦——昨天有一把我就把得意洋洋的9级的老高瞬间变回了和我一样的1级,哇哈哈哈(什么?你问我怎么只有1级?好吧,我承认我很弱。。。他们都升级倍儿快,555)。
 
啊哟啊哟,不能剧透了,我一想到回去能够用各种各样的方法慢慢的玩弄老日,心情就忽然变得非常非常好,怎么办涅?

票去骑!

at 5:44 AM
票去骑,多拉风的名字,ticket to ride的直译!
 
好吧,我承认我是在意淫,中文版的译名其实没有这么拉风,不过倒是具有不折不扣的中国国情——《铁老大》!而且用的是中国地图,真是太赞了。
 
昨天杀到上海,拉上老高娜娜鏖战了两天,果然战的非常爽。两天除了在吃就是在玩桌游了。。太堕落了,自我检讨一个先。
 
票去骑的游戏规则非常简单,就是抽一些车票,然后想办法在地图上修铁路,尽量满足这些车票——牛逼的地方在于,一段铁路只有一个人能修!所以某些关键路段就成为了兵家必争之地,口桀口桀口桀口桀。
 
两个人玩得时候抢路还不是一件很突出的事情,基本上两个人都能相安无事的修完四五张车票。而到了三个人混战就完全不一样了。首先战略意图一定要隐蔽,一旦暴露就变成两个人围追堵截一条通路,那真是生不如死的感觉啊;其次战略意图也不能太隐蔽,要是还没有开始行动就发现自己的关键路已经被别人给占光了那就等着哭吧。
 
昨天最牛逼的一把老高在我和娜娜的围追堵截下把一条从伊宁到杭州的路硬生生的修了三个大弯,在中国南南北北来回了好几趟,可惜最后还是被完全堵死,只好生不如死的借路,输的老高内裤都没了。
 
最装逼的一把则是一开始三个人像模像样的在中原地区绞杀,然后莫名其妙的就忽然转战西北战场,而且都是用兵神速,立刻在西北扭成一团——原来大家的根据地都在西北,之前的中原绞杀战只是一个迷惑对手的幌子。大家都很变态啊。。。
 
最大的心愿就是要赶快教会端凝,然后就可以开黑店虐老日了,哇哈哈哈哈哈哈。真想看到老日面临惨败时的表情啊。

それは秘密です

Wednesday, November 11, 2009 at 1:15 AM
说起腹黑,忽然发现xelloss好像还是腹黑界的鼻祖呢……
 
Xelloss_secret_2 xelloss_secret_1 xelloss_secret 
这是最无耻的一句话:“それは秘密です!”
配上笑眯眯的表情,怎么看怎么不对劲。。
 
xelloss_dragon_1 xelloss_dragon_2 xelloss_dragon_3
xelloss_dragon_4 xelloss_dragon_5
某腹黑真是很擅长干看主角笑话这种事情啊。第一张图那个波浪嘴太可爱了。
 
当然某人其实还是很牛的。被boss虐趴下的样子都那么帅:
xelloss_logo_0 
 
啊,跑题了,说起某人忍不住就多贴了两张图。
其实所谓腹黑,不过就是不受世俗的善恶观念影响,无拘无束自由自在,才能更好的保护真正重要的东西。亦正亦邪也只是表象么?腹黑们热血起来的时候总是最激动人心的时刻!
 
Of course,也不排除某些人故意使坏看主角笑话,哇哈哈。

真的要踢拖后中卫了啊

Sunday, November 8, 2009 at 11:00 PM
真是奇怪,USC踢球的中国人全都是热血有余而冷静不足的type。找到的两个中卫搭档都擅长盯人而非拖后。看来以后真的要踢拖后中卫了啊。。
 
25岁以前一直是盯人中卫,后面总有一个让人放心的拖后搭档,无论是新青年的sunfish,清华老兵的老胡,甚至包括临时客串的老高、球霸、totti、p神等人,都给人温和冷静但是果断硬朗的大哥形象,和我这种满嘴脏话全场飞奔热血上脑的拼命三郎形象毫不搭界。
 
终于我也26了,终于,轮到我来踢拖后了。看着比自己小3、4岁的同伴来往飞奔,仿佛看到了年轻的自己,真他妈内流满面。

初战seaside

Wednesday, October 28, 2009 at 6:42 PM
盼星星盼月亮终于盼来了Dominion的第二个扩展包seaside。
中午拿到,下午叫齐人马鏖战几局,杀得昏天暗地日月无光。
 
变态战例列举如下:
 
1、pearl diver + native village,变相的chapel流,今天玩得好爽,哈哈哈。pearl diver先看看牌,不好的就扔上来用native village扔到村儿里去,好的就留着——或者如果有+card的action牌也可以弄上来抓起来。而且native village对sea hag有一定的防守作用,不就是deck上放一张curse么,哥下一把就把它弄到村儿里去!
 
2、island,真是强啊。4毛钱2vp点,且能够摆脱一张别的牌,让deck变薄把牌局导向对自己有利的方向。今天有一把我一个人买了6张island,爽死我了,哇哈哈哈。
 
3、pirate ship,久闻大名不如一见。果然强的变态。多人大战一起开上海盗船的结果就是最后没有人手上有现金。。最后的爆发完全得靠换算海盗船里抢来的coin。。最后清点牌堆的时候别说gold、silver了,连copper都不剩一个——多么可悲的事情啊!
 
4、最变态的……当然还是sea hag了………更变态的…………是当sea hag遇上了ambassador!sea hag先把curse发完,然后大家再用ambassador很友好的把curse给来给去。当然最恐怖的事情发生在nana身上,她居然……居然在curse发完以后用ambassador给大家分发sea hag!太狠了。。给我幼小的心灵留下了深深的伤痕。
 
其他一些小体会:
fishinig village和lighthouse都很强,本身提供的购买力相当于silver,还附带别的功能,价格便宜量又足,很好用。
treasury也不错,适合早入手。不过后期买房地产的时候估计很难下手啊。
treasure map果然很强,不过只适合小牌堆战术,运气太重要了。。两张牌很难撞到一起啊。
haven够贱,虽然看起来是张free牌,但是后面的放牌步骤强制执行,因此是双刃贱。
embargo今天太背了,一直和sea hag一起随出来,就起不到搞笑的效果了,下次希望能单独随出来。还有一张没玩到的牌是tactician,看说明很赞,期待啊。
 
相关链接:
  1. Dominion Seaside Card Preview
  2. 兵书一卷,自动洗牌机一台

兵书一卷,自动洗牌机一台

Tuesday, October 27, 2009 at 6:04 PM
自动洗牌机在此:
 
兵书链接:
Dominion seaside的设计者谈历史,先贴下来有空再看。
 
BY: Donald X. @ boardgamegeek.com
 
At first there were just a bunch of cards. One day I decided, okay, these are the main set, these are the first expansion, these are the second expansion. I divided everything up based on mechanical themes.
 
Originally the 2nd expansion had two themes. Both themes had so much potential that I broke the set up into two sets, expanding the themes. Seaside got the "next turn" theme. It may be a couple years before you'll get to see the expansion I made out of the other theme.
 
For much of its pre-development life, the set was 20 cards. It briefly visited 16 cards, when I tried that out for everything, but mostly it was 20. But going into development it was of course 25; I knew that Intrigue had ended up 25, so naturally this set would be 25 too. My expectation was that cards would be used for the playmats and counters, which is how it worked during development. But at the end of development, it turned out we'd be using playmats and counters, and that left some empty space. So the set went up to 26 cards.
 
On to the cards!
 
Ambassador: Originally this had you pass cards directly to the other players (or they took them from the supply if you didn't have enough). It was simpler to have them go to the supply first. That version also let you get rid of one card per player, but that was too much in 4-player games, so now it only lets you get rid of two cards at once.
 
Ambassador is one of the oldest cards in the set. Five cards remain pretty recognizable from the earliest version of this expansion - Ambassador, Haven, Merchant Ship, Outpost, and Wharf. Cutpurse and Sea Hag have related cards but changed more significantly.
 
Bazaar: A vanilla card. It was in a later set, and I moved it here to have another Village. We accidentally got two illustrations for Market; this card has the one that isn't on Market.
 
Caravan: A card from pre-development but after Jay had picked up the game. For a long time you actually set a card aside when playing it, and then drew that card next turn. That way was a little more flavorful, but the published version is slightly simpler.
 
Cutpurse: This started out as "Cards cost $1 less this turn, then $1 more until your next turn." That doesn't have the same timing as the other duration cards - it goes away at the end of the previous player's turn, rather than at the end of your turn. The developers didn't like that. I replaced it with "+$2, name a treasure card, each other player discards it." That was quite strong. You don't have to discard Gold very many times before you're sick of it. I reined it in by having it only hit Copper. It's still quite annoying if multiples get played against you early on.
 
Embargo: This was originally "+1 Card, +1 Action, Choose an action or treasure pile, other players can't buy it until your next turn." This had the same non-standard timing deal that Cutpurse had. It also sometimes had a tracking issue. So I replaced it with a version that went on a pile and made you get Curses for buying that card. I like that it doesn't shut you out; you can still buy the card, you just have to decide if it's worth a Curse. And this way it can go on any pile. For a while the Embargo card itself went on the pile, but in the end we switched to tokens, which don't cover up the pile, and create fewer questions.
 
Explorer: At first this did nothing unless you revealed a Victory card. If it was a Province you got Gold, otherwise Silver. That version wasn't good enough, and eventually I dropped the requirement - you get Silver even if you don't reveal anything.
 
Fishing Village: This was temporarily in the 3rd expansion. When I decided I wasn't just going to put "next turn" stuff everywhere, it moved here. For most of its life it gave you +2 actions next turn (and was otherwise the same). This was a card the developers cited as too good, and I just nudged it down by dropping it to +1 action next turn. It makes it worse in the situations where it was at its best. It is still plenty popular as is.
 
Ghost Ship: This used to say "3 or fewer," but that confused people. There probably was never going to be anything to make that "or fewer" matter anyway. I was just automatically accounting for who knows what.
 
Haven: This left the set during development, as the developers didn't want there to be too many duration cards. They thought this was too close to Caravan, and I picked this to go as I thought Caravan contributed more. Late in development it turned out that we could fit 26 cards - I had thought that Native Village etc. would use cards for the playmats, but they have full-on playmats. This was the obvious choice to fill the last slot. It had been popular and had been tested and everything.
 
Island: I made this during development to replace another victory card that didn't work out. I had tried a couple other ways to get a victory card out of your deck in later sets, but this was the first version tested for Seaside.
 
Lighthouse: At the start of development, the set had no reactions. Dale wanted one and I produced a duration version of Moat. It had to have a "next turn" ability of some sort, in order to not have the timing problem of the original Cutpurse. I tried "now and next turn, +$1," but using up your action just hurt the card too much. The thing is, Moat doesn't use up your action when you just stop an attack with it. You can flash the Moat, and then on your turn Remodel it or play something else. Lighthouse you had to play or it did no Moating. So it really had to have +1 Action. When I added the +1 Action, I also tried "+$2 next turn" rather than +$1 each turn, but that was too good.
 
Lookout: A late replacement for a one-shot Chapel variant that didn't work out. It seems cute to have a Chapel that doesn't stay in your deck, but the card as it stood was both really unsexy and also too powerful. It had to get sexier while at the same time getting worse. That's not so easy. A better solution was to just replace it, which is what happened. Lookout started out putting one card into your hand rather than having you discard one. That was just insane, and it quickly got cut down to size.
 
Merchant Ship: An old card that never changed.
 
Native Village: Originally this had you unable to look at the set aside cards. Celebrity guest playtester Richard Garfield at first misplayed this to let you look at the cards, then suggested, hey, why not change it so you can. We tried it both ways and well it was close. In the end I felt like serious players might actually prefer not being able to peek. However being able to peek made the card a little more powerful (so serious players would play it more), and, I felt, a little more attractive to casual players, who don't want to be counting cards so much. As you can see we went with peeking.
 
Navigator: Originally this didn't let you reorder the cards, but I thought that would be something the developers would want changed, since they'd behaved similarly on similar stuff. You know, so you don't have to carefully keep the order the same. Anyway they didn't actually complain about this one but I changed it to let you reorder the cards anyway. It makes the card marginally more powerful.
 
Outpost: This underwent a bunch of changes to the text, while keeping the functionality fairly close. The issues were 1) it had to not be too confusing; 2) it couldn't let you get infinite turns; 3) in fact even 3-4 turns in a row is no good; 4) it had to have clear and fair interactions with Throne Room and Tactician. Throne Room was tricky. There was an evening where I spent a few hours discussing possible wordings with Chris West, and at one point it was like, man, this is work. Those of you who think game design is all good times: sometimes you have to spend hours rewording Outpost. Anyway the best possible wording was to have you take a normal turn, but discard 2 cards at the start of it. That was just too powerful though. I tried not having an anti-recursion clause once and immediately got infinite turns with it. I also tried having you draw 2 fewer cards for each extra turn. In the end it got a brutal "This can't cause you to take more than 2 consecutive turns." That just guarantees no shenanigans.
 
Pearl Diver: Borrowed from a later expansion to replace Haven. Nothing changed during testing but the name.
  
Pirate Ship: This started out as a victory card that was worth more points based on how much treasure you stole with it. It was an actual flavor-based design - what would pirates do? That version seemed cool but just wasn't played often enough. At the same time I was replacing Treasury, and one of the possibilities I was considering was "choose one - gain a counter, or +$1 per counter." I realized I could graft that onto the Thieving of Pirate Ship and that's what happened. Originally you used trashed treasures to track the value of the Pirate Ships, but near the end it switched to counters, which is slightly simpler, as you might have trashed some $2's and $3's, but they still just count as $1 here.
 
Salvager: A fairly old card which never changed functionally.
 
Sea Hag: Way back when there was a card like "trash the top card of each other player's deck; they each gain a Confusion card, putting it on their deck." Confusion was like Curse but without the -1 vp. Confusion left the main set due to not being different enough from Curse (and also because it required 30 more cards to handle it). So all of the Confusion-giving cards vanished or were changed. It may not even be correct to say that that card inspired this one. Anyway eventually I tried Curse-to-deck-top elsewhere, then moved it here as I wanted another attack and it fit the next turn theme. The discarding is just there so that multiple Sea Hags don't leave you with a stack of Curses on top of your deck.
 
Smugglers: This started life as "+$2. Cards the previous player bought cost $1 less this turn," in the 4th expansion. It was okay, but the bonus just didn't come up often enough to be exciting. So I replaced it with this better way to care about what the previous player bought. I tried it as "up to $5" but it really needed to go to $6. The best thing about the card is when the previous player buys a card you don't really want, but you can't pass up the opportunity to take one, and it ends up warping your deck.
 
Tactician: Once, this cost $3, and had no anti-Throne Room clause (the "if you discarded" part). In development it cost $4, and was singled out as one of the strongest cards. At $5 it still got plenty of play. The anti-Throne clause was added quite late. Tactician was looking strong but doable at that point, except for the Throne Room combo, which was ridiculous. It's sad to just nuke a combo like that, but that change didn't hurt the card much otherwise - okay, if you draw Tactican and four Festivals, you only play three of them - and this way we get to have the card at its best.
 
Treasure Map: This originally came from the ruins of the 7th expansion. I moved it just because of the name. How do you not do a Treasure Map in your Seaside expansion? The first version only gained you three Golds, and didn't put them on top. It looked cute but was not a real strategy. Putting the Golds on top helped tie it in with the next turn theme, and upping them to four made the card good enough to actually go for.
 
Treasury: This replaced a card that had rules problems. I eventually figured out a way to deal with the problems, but not in time for it to make the set. It will make it somewhere else eventually.
 
I considered various things for a replacement, eventually settling on a card that you can have every turn if you want, which had been something I'd been meaning to get into the set but hadn't. Instead of sitting in play, it replaces itself (+1 Card +1 Action) and goes back on top of your deck each turn. The "but not if you bought a Victory card" clause keeps it more interesting and fairer. I had a version that you trashed when you bought a Victory card, but it was fine to let you keep it.
 
Warehouse: I added this during development, replacing uh some other card that left. Several cards left, so there's not always a one-to-one correspondence there. It replaced something. We tried a few versions of this, all with +1 Action and then some different kind of Cellar-like effect. The first version had you discard any number of cards, then get your choice of two cards per card discarded. That was ridiculous and didn't seem doable on a card costing $3-$4, which is what I was looking for. Discard 2, draw 4, discard 2 came next. Then draw 4 discard 4, and finally the draw 3 discard 3 it ended up with.
 
Wharf: The original version didn't have the +1 Buy. It got that to compare more favorably to Merchant Ship.
 
Now some of the cards that didn't make it.
 
- There were the cards for that other theme the set once had. Those cards are still hoping to come out in that set, so so much for them. A few more cards started here but migrated to later sets that they fit better. None of them want to be spoiled here today.
 
- There was the attack I mentioned for Sea Hag, the card that turned into Smugglers, and the card that Treasury replaced.
 
- Black Market was originally from this set. Valerie thought it was too wacky, what with having to set up a deck of cards to buy for it, so it left. Then we needed a promo and Dale suggested Black Market for it and of course I jumped on that. Black Market had been very popular in the set, so it was great that it survived. It's true that it's cumbersome having to build the Black Market Deck for it though. Black Market tied in to the next turn theme by actually getting you cards from next game. Those of you who don't know about the promo, it was given away with an issue of Spielbox, and now BGG sells it somewhere. Just madly click on things and eventually it will show up.
 
- There was a now-and-later Throne Room variant. Play an Action, play it again next turn. It was both confusing and weak. What if you use it on a duration card? How long does it stay on the table? It could have said "non-duration," but that's pretty sad in a set with 8 duration cards. And did I mention it was weak? It left before development started.
 
- There was a "discard x cards, +$x" card that was in this set for a bit. I had a +1 buy version, then a now-and-later version. I ended up doing that on Secret Chamber in Intrigue, and dropped the versions that were here.
 
- The victory card that Island replaced was an Action-Victory with "Trash a card from the supply costing $6 or less / Worth 1 vp per 3 vp cards in the trash." I always thought it seemed cool and interesting, but in practice it wasn't much fun. If you went for it, other people would get in on it. It would do nothing some games, then dominate others, but never in a fun way. No-one was sad to see it go. There could still be a card someday that trashes supply cards, but in practice it's mostly a waste of time, with players sitting there trying to work out which card to trash in cases where it really doesn't matter (and so it's hard to decide).
 
- The one-shot that Lookout replaced was "trash this and your hand, gain a card costing up to $3." It had started stronger but I had to weaken it. That version just looked horrible but was still strong. It was great to finally get rid of it. There could still be a one-shot Chapel someday, but "trash your hand" is not the way to go. It limits the card to the early game, usually just one copy, and then either you draw it with your other early purchase, ugh, or you don't, yeeha.
 
- There was a now-and-later attack. It was you draw two, they discard one, this turn and next turn. I had still not quite learned that you can't do "each other player discards a card" - it will eventually get played in multiples and just massacre turns. I ended up replacing this with Ghost Ship.
 
- There was an attack like "look at the top card of each player's deck (including yours), you may trash it or discard it." This dates back to when I was doing "trash the top card of each other player's deck" stuff. Those kinds of attacks proved to have problems, which I've discussed in previous Secret Histories, and modern variants jump through lots of hoops to avoid them. This card just left automatically when I came to my senses there.
 
And that's the way it happened.
 
相关链接:
  1. Dominion Seaside Card Preview

Dominion Seaside Card Preview

Monday, October 26, 2009 at 12:59 PM
啥都不用说了,眼泪哗啦哗啦的。
seaside_1 
seaside_2 
 
相关链接:
  1. Dominion!来战!
  2. Dominion Intrigue!
  3. Dominion Intrigue初体验

最近往菜里放胡椒快赶上土方放蛋黄酱了

Sunday, October 25, 2009 at 7:41 PM
据说男人开始做菜是变成废柴大叔的第一步?
 
IMG_1534
不辣的酸菜鱼。
 
IMG_1536 
白菜胡萝卜炒鳕鱼丸……好吧,我承认其实是个大杂烩。
阿嚏~~胡椒放了好多。
 
IMG_1540 
扬州炒饭的终极形态:无敌杂烩饭。
配菜有:鸡蛋、蘑菇、香肠、胡萝卜和葱花。
当然少不了美味的胡椒,阿嚏!

再贴几个菜

Saturday, October 24, 2009 at 12:43 AM
IMG_1529 
蛤蜊炒莲藕,汁很白啊,哇哈哈哈。
 
IMG_1530
清蒸鲳鱼。
 
我最近好像很居家啊,啊哈哈哈。

歇歇香辣虾

Tuesday, October 20, 2009 at 10:03 PM
IMG_1524
我好像牛逼了,无意中调出来一个料味道酷似南通寺街臭豆腐的底料。
下次再调出这个料扔点油豆腐进去让老高尝尝正宗不正宗,hiahiahia

村毕业!

Sunday, October 18, 2009 at 5:05 PM
我承认我很猥琐,村武器打不过大小超级赛亚人,所以我一路冲到G2刷出了终极雪狮子弓。然后穿着金月虐毙大小金狮!哇哈哈哈。
 
200910181636_001 
4分钟小狮子,用了40个强击瓶。
 
200910181644_001 
12分钟双金狮,可惜中间托大了,半血挨了一记炒面拳。
 
200910181647_001 
结束画面真是帅啊你看。
 
200910181650_001 
毕业了毕业了,在G2的一天我终于村下位毕业了。
 
按这个速度来看其实G金狮好像我也能打了。等不及要上G3去找丫们的麻烦了。
 
PS:再附送两张麒麟套养养眼。
qilin qilin_4

今天做的几个菜

Sunday, October 11, 2009 at 4:51 PM
IMG_1504
油豆腐白菜炒蛤蜊
南通名菜文蛤小白菜的变种,先把蛤蜊炒出奶白的鲜汁,再加入大白菜的菜汁,最后用油豆腐把汁水都吸进去。
 
IMG_1506 
可乐鸡腿
没什么技术含量,不过蛮好吃的。
 
IMG_1511 
皮蛋豆腐
小葱拌豆腐的威力加强版。剥出来一只松花皮蛋,lucky。
IMG_1509 
 
IMG_1516 
剁椒蒸芋头
用黄二胖贵州辣子鸡的做法调出来的料,然后扔了半个大芋头进来蒸。很入味。
 
IMG_1522 
香辣美容蹄
好像技术退步了,不过还蛮好吃的。
 
IMG_1518 
全家福,至少半周不用做菜了,oh yeah。

Chapel Rush

Thursday, October 8, 2009 at 10:03 PM
这个战术的学名叫Chapel Deck,但我还是决定称其为Chapel Rush,因为这个战术实在像极了starcraft中的4d rush——完全违反常规的开局方式;讲究速度的战术思想;杀敌之前先自残的革命觉悟;同样都缺乏持久战或是快速切换到其他战术的能力。但是,正如4d rush一样,chapel rush也是Dominion中一种很实用的战术。
 
哇哈哈,其实我真正想说的是,今天终于让我爽到chapel rush了——自从读了兵书以来一直手臭没有ran出过chapel这张牌,今天终于连遇好几次,也不枉我学院派一场。最爽的一把chapel流还是在前有娜娜的swindler拦截后有老日的saboteur追击(想想吧,这是多么恐怖的攻击组合:骗子+阴谋家!)的情况下完成了。最悲惨的时候我手上一张silver都没有,不得不靠买free的copper度日。但是我很快调整了策略,将chapel流发挥到极致:一共只留5张牌,包括chapel,全部收成手牌;这时无论是swindler还是saboteur都无法影响我的牌堆了;然后一点一点把4个铜板换成4个银币再换成4个金币;最后进入暴走阶段,疯狂买province和gold。这两张牌的好处是都不怕swindler;而遇到sab,也只是province降级成gold,gold再降级成wishing well;无论如何,损失都控制在可接受的范围之内。当然了,运气也不错,ran出来了wishing well,这可是配合chapel rush的好牌啊。。
 
总结一下chapel rush的精髓:迅速清理copper和estate,减少总牌数,提高手牌的平均价值。此外一切free牌(自身拥有+1 card,+1 action)在chapel流中都是极受欢迎的;特别值得一提的是wishing well,用来找金子真的很不错,这才是不折不扣的许愿池啊。而当地产逐渐多了以后adventurer会成为一张很重要的找钱牌。
 
最后的最后,chapel还是不如同样类型的steward,这是今天有一把当两张牌都出现时俺惨败垫底得出来的结论哇。。
 
相关链接:
  1. Dominion!来战!
  2. Dominion Intrigue!
  3. Dominion Intrigue初体验

Arthas@Northrend

Tuesday, October 6, 2009 at 11:15 PM

My son, the day you were born, the very forests of Lordaeron whispered the name Arthas.
My child, I watched with pride as you grew into a weapon of righteousness.
Remember, our line has always ruled with wisdom and strength. And I know you will show restraint when exercising your great power.
But the truest victory, my son, is stirring the hearts of your people. I tell you this, for when my days have come to an end, you shall be King.

Dominion Intrigue初体验

Sunday, October 4, 2009 at 5:04 PM
周六拆了扩展包,把老高和娜娜叫到家里来Do了半天。从上午11:00 Do到下午4:00,除了中午胡乱吃了点东西一直在奋战。先玩原始包,然后扩展包,最后把两个包的牌混合起来又玩了几把,果然是异常欢乐。

两副牌一对比,立刻就能看出明显的差别。原始包强调的是欢乐的发展,对金子和土地孜孜不倦的追求,玩家的竞争主要体现在最后的province rush上。而扩展包侧重的则是玩家之间的暗算和阴谋诡计(怎么好像如此邪恶,-_-b)。扩展包的最强牌当之无愧属于saboteur!销毁每个对手一张价格3+的牌,并让对手挑一张价格比原牌少2的牌;强大的技能几乎直接决定了局势的走向!只要有了这张牌,再配合throne等+action牌,对手就再也别想攒出大量高价值的牌——特别是gold和province!有一把老高在最后时刻买了一张province企图靠它拿下比赛,可惜立刻就被我sab掉了,被我成功翻盘,哇哈哈哈。于是可想而知,在有sab这张牌的情况下,大家都只能小心翼翼的玩小钱战术,而且sab牌还成了一个耗材——大家都不敢不买,但买了以后一点儿背就被对手sab没了。于是牌桌上危机四伏人人自危,结果每次有sab时都是买完三堆action牌结束比赛,而所有人手上的房产都只有十来点。。

太爽了太爽了,Dominion真是个好游戏。平衡性做的超级棒,每一张牌(至少到目前为止我们常用的那些牌)的定价都非常合理。village(+action牌,action heavy流的核心牌)我一直觉得定价偏低,但是在昨天我的action heavy流惨败给老高的big money流和娜娜的屯田流之后,我觉得village也确实就值$3。而swindler(指定对手换一张同价值的牌)也没有我最初想象的那么强大,在昨天的牌局里除了把copper换成curse似乎也没起到更大的作用。至于强力牌,如festival、witch、saboteur这种,无一不价值$5,而由于4~5 gap的存在使得这类牌非常难以入手。

昨天唯一可惜的就是端凝和茜茜太忙了,直接导致她们俩和老日的战斗不能。估计老日在亲手玩到Intrigue之前要一直心痒难耐了,hiahiahia。

PS: 这牌真是嗷嗷废脑,昨天玩到最后就连精力旺盛的老高都只剩下趴在桌上哼哼的份。而我今天睡到下午三点才算缓过劲儿来。看来以后要Do得先积蓄起充足的能量才行。

相关链接:
  1. Dominion!来战!
  2. Dominion Intrigue!

Dominion Intrigue!

at 12:06 PM
IMG_1495 
Amazon太牛了,昨天下午下的订单,今天中午就拿到Dominion扩展包了。。

原始的Dominion最多支持4人对战,加入扩展包后一桌可容纳6人。独乐乐不如众乐乐,这个自然是人越多玩起来越欢乐。

中午拆包之后大概研究了一下新加的action牌,感觉这个扩展包里强力牌甚多,非常有组合超强力combo的潜质。比如coppersmith(使用后当前所有铜币价值+1)简直是一张完美的开局牌;而ironworks和feast的组合可以免费获得一张价值5的牌且有助于快速清理feast牌堆;duke的出现大概会使得duchy的竞争更加白热化。除此之外的一个重要变化是增加了好几张重量级的攻击性牌,saboteur(销毁每个对手一张价格3+的牌,并让对手挑一张价格比原牌少2的牌)大概会让每个对手都哭死;而另一张新攻击牌swindler(销毁每个对手一张牌,并指定他获得一张同样价格的牌)如此之强力,却只要3个大洋!!可以想象在新扩展包加入之后,大家必然疯抢攻击牌,互相攻讦,乌烟瘴气;而像chapel rush这样以闷头建设为主的策略则被大家唾弃。如此重视player    interaction,也不枉了扩展包intrigue的美名。

好了好了,说了半天其实我还是在纸上谈兵。一切的一切都得晚上再找老日老高挑灯夜战才能揭晓。无论如何,新扩展包让人相当的充满期待啊……

PS: 整个所有牌的图片链接备查。

相关链接:
  1. Dominion!来战!
  2. Dominion Intrigue初体验

    Dominion!来战!

    at 11:55 AM

    IMG_1492 IMG_1494

    前两天没忍住,败了34大洋,从amazon上买了一套Dominion。昨天和老日老高酣战到半夜,意犹未尽,感觉很不错。

    其实买的时候我还挺犹豫的,在Dominion,Race for the Galaxy和Ticket to Ride之间挑了半天。三个游戏都是Boardgamegeeks上名列前茅的游戏,都在amazon上热卖,都适合2~4人玩,游戏时间都在30~60分钟。然后先是看到有人说Ticket to Ride是脑残游戏,于是cut。后来又看到有人说RFTG上手慢,规则复杂,加之对抗性不强,要玩到相当senior才能体会到player interactions,于是又cut一个。事实证明最后购入Dominion是一个非常英明的决定。(当然啦,其实脑残一点直接按排名挑,Dominion在各项排名上也当仁不让都是最高的,-_-b)

    废话少说,游戏的最终目标其实和大富翁很像,就是要先攒钱,再买地。地买光了就结束游戏比谁的房产多来定胜负。。除了钱和地以外,还可以购买一种action牌,每张牌都有不同的作用,不同的牌搭配起来才能运用不同的战术。此外一个card set里面一共有25种不同的action牌,但一次游戏只随机挑选其中的10张玩,因此随机挑出的action牌的不同组合对玩家策略的影响非常大。所以Dominion的规则虽然简单——基本上15分钟就学会了——但是游戏本身非常复杂,要玩好殊为不易。

    昨天我仗着比老日老高多玩了两把solo,领悟到了“爆发力”的概念,开始三把靠点小技巧赢了下来。接着风向一变,战局立马变得很胶着。当然其实我们三个都是新玩家,虽然打的热闹,但绝大部分时间都是在熟悉牌,还完全没有控制牌堆的概念,战术也都是自己胡乱发明的,更别提timing了。尽管如此,我们仍然战的很欢乐,最后一把我在落后老高两个province的情况下通过强买garden几乎反败为胜,可惜最后没坚持得住,少算了一张牌,以一点惜败。亏了亏了。

    总之是个非常欢乐的游戏,以后聚会的时候又有一个常备项目了。

    PS: 今天又没忍住把扩展包也顺手败了,罪过罪过;只有乞求领导的宽恕了。

    PSPS: 今天看到一个Dominion里的chapel rush战术,经典程度堪比星际初期的4d rush。今天solo了两把,果然威力不凡,明儿找老日老高练练手去。哇哈哈哈,我也要玩战术流!

    相关链接:
    1. Dominion Intrigue!
    2. Dominion Intrigue初体验

    xelloss@blogger

    Saturday, October 3, 2009 at 11:01 AM

    听说blogger比live space要好,我决定来搬个家。

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